Can a wereraven shadow monk cast darkness in raven form?

In my ongoing Curse of Strahd game,

The question has arisen about what spells a wood elf Way of the Shadow Monk would have access to in the various wereraven forms.

In the humanoid (wood elf) form, all spell casting would be available as normal.

In the hybrid form, most spell casting would still be available, as the hybrid has hands (S), voice (V), and Ki (M). She would just need to remember to bring her fleece after all her gear drops to the ground when changing forms in order to cast minor illusion.

In the raven form, however, most spellcasting would be lost, as the bird does not have hands (S). However, one possible spell retained is darkness, which does not have a Somatic component and which instead is just V, M. The Material components are replaced with Ki, as described in the subclass’ abilities. But can the wereraven’s ability to Mimic serve as the Verbal component?

Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Is this mimicry close enough to actual sounds that it could serve as the verbal component of the spell? Or is it just imitation sound, not actual ‘sounds of power, and insufficient?

Note that the ‘verbal’ component of spells derives its power not from the words themselves but because the words sound like powerful magical sounds

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion.

This related question asks whether a wild shaped druid can speak in raven form. On the one hand, actual speaking would require far more verbal repertoire than casting a single action spell. On the other hand, perhaps the ‘sounds of power’ in a spell need to actually really spoken rather than just imitation sounds.

This related question concludes that Kenku can cast spells with verbal components, but it is primarily supported by a Crawford tweet that says "Kenku speak" and ravens seem more limited to me. At the level of mechanics, raven mimicry is detected by a DC-limited Insight check, while Kenku mimicry is detected by a contested Insight vs. Deception check, hinting that the Kenku is more personally in control of their ‘speech’ and some are better than others.

Unarmored Defense (Barbarian plus sorcerer plus monk) [duplicate]

If there is a level 3 Draconic Bloodline Sorcerer, with a level in Barbarian for Unarmored Defense, and another level in Monk, for a 5th level character in total, would their total AC be 13 + CON + DEX + WIS? What if this character was also a warforged, with +1 to AC, +2 to Constitution, and +1 to Intelligence, Strength, or Dexterity?

Could a 5th level character do that in the first place? If so, does Unarmored Defense stack in that way?

Does Martial Arts Damage Apply to Ranged Attacks with Monk Weapons?

Inspired by an answer to What is the Attack Roll for Deflect Missile?.

The Monk’s Martial Arts feature states that monk weapons are, “…short swords and any simple melee weapons that don’t have the two-handed or heavy property.” (emphasis mine)

For the purposes of my question, I am assuming a 17th level Monk, so that the Martial Arts damage die is 1d10.

My question is that when making a damage roll with a weapon that can be either melee or ranged, like a dagger, which damage die do I roll on a hit for a ranged attack? I am assuming this uses 1d4 because this isn’t a simple melee weapon anymore, but a simple ranged weapon based on the definitions for melee and ranged weapons as defined on page 146 of the PHB:

“A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.” (emphasis from the PHB)

Does a monk get martial arts die damage on improvised thrown monk weapons?

The monk’s martial arts ability states:

Your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don’t have the Two-Handed or heavy property.

I am specifically asking about a shortsword, which is a monk weapon by definition, but this question could apply to any monk weapon that does not have the thrown property.

The monk’s martial arts ability also states:

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren’t wearing armor or wielding a Shield… • You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.

I would be more comfortable if this said "You can roll the Martial Arts Damage Die shown in the Monk Level / Ability Progression Table" rather than "you can roll a d4", but the other questions I looked at in researching this took that as an assumption and no one challenged them, so…

The rules for using an improvised weapon state…

If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage.

Consider a monk wielding a shortsword and fitting all other requirements for using the martial arts ability.

The shortsword is a melee weapon that does not have the thrown property and has a base damage of d6.

If the monk throws the shortsword it would become an improvised weapon, and thus normally would deal d4 damage. However, in this case does specific beat general and allow the monk to replace the "normal damage" of an improvised weapon with the martial arts die damage, which would be d6 at 5th level?

Or, does the fact that the monk is throwing the shortsword as an improvised weapon disqualify it from being considered a monk weapon, in the same way that one cannot use proficiency for an improvised weapon attack because throwing a melee weapon without the thrown property is no longer a weapon with which one is proficient?

This question: Does Martial Arts Damage Apply to Ranged Attacks with Monk Weapons? affirms that monks get their martial arts die damage on ranged weapons, but the question only considers melee weapons that already possess the ranged property, not improvised weapons.

This question: Does using versatile weapons with 2 hands disqualify them as Monk weapons? affirms that monks get to use their martial arts feature on all monk weapons, even when they use them in ways that would disqualify them from being monk weapons (in this case, using a versatile weapon two-handed).

Somewhat related: Does a Monk's Martial Arts die replace all of a magic weapon's damage, or only the die portion of it?

Which Combat maneuvers best support a highly mobile monk?

I’m planning a Rogue/Monk character, and I’m planning on being a highly mobile Monk who moves around the battlefield a lot, trying to get as many attacks as possible.

One of the ideas I had was to take the the martial adept feat, to add some variety to my actions.

I know some of the Battle Maneuvers aren’t synergistic with monk abilities, like tripping, because Monks can eventually get Stunning Strike.

Which of the Battle Maneuvers are most synergistic with:

  • Sneak Attack once a round
  • Multiple Attacks on the same enemy
  • Single Attacks on multiple enemies
  • Moving around the battlefield

How far can a 9th level monk move along a vertical surfaces and across liquids without falling?

The monk class feature Unarmored Movement says:

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

I am looking for an answer based in the rules as written, although interpretations and opinions are welcome.

I assert the rules support a notion of turns as meta-constructs useful for examining the game world at intervals, as opposed to a game world law of nature. As an example, if a character jumps and “runs out” of jump at the end of their turn while still jumping, I view the character as ending their round in mid-air, and that the jump gets continued on the character’s next turn. I don’t actually have rules citations to support my assertion, unfortunately.

This is important because I think it affects how far the monk can move along vertical or liquid surfaces. I don’t know how, though.

As an example, let’s assume a monk with 30′ movement is 10′ away from a 30′ wide body of water. The monk moves 10′ on land and then 20′ on water and then the monk’s turn is over. Does the monk fall in the water?

A slightly different example. Let’s assume the monk has 30′ of movement and is at the edge of a 1000′ wide body of water. How far can the monk move before falling in?

One answer might be the monk can move its movement, then it is no longer able to stay above the water and gets dunked. If this is the case, can the monk get back up on the water and keep moving?

One perhaps unintuitive answer is that there is actually no limit on how far the monk can move without falling, which means the monk could move across liquid until the monk needs to stop for some reason, say exhaustion, then they fall in.

Not to be absurd, but in this case, I think the monk could “ice” skate on the water, and do swirls and tricks and stuff. Okay, yes, that’s actually absurd.

To summarize: how far can a 9th level monk move along a vertical surfaces and across liquids without falling?

  1. to the end of the monk’s turn, then the monk needs to be on solid ground or fall

  2. the monk’s movement distance, even if that leaves the monk suspended on the vertical surface or the liquid between turns

  3. as far as the monk wants, as long as the monk keeps moving

  4. something else?

Using heavy weapons light weapons and monk

I have a question I’d hope someone can answer. I have the idea of going with 3 battle master and 8 Kensei. I want to use mainly my greatsword to attack, however, I have the idea of using a dagger as a kensei weapon to benefit from time to time from the +2 ac. In the future, I could use a venom dagger and well add and combine different features, since you need 2 hands to use a greatsword but not carry it, and I can have an interaction as a part of my action.

My question is: are scenarios possible?

A: Attack with dagger > sheath dagger as part of the action > attack with greatsword

B: 2 attacks with greatsword > unsheath dagger as part of the action (after the attacks)> use agile parry as bonus action > next turn > use action to poison dagger > action surge> 1 attack with dagger (while holding the greatsword on the other hand) > sheath dagger as part of the action > 1 attack with greatsword > flurry of blows as bonus action

Would it be balanced to remove the level cap on my homebrew Water Jet elemental discipline for the Wot4E monk?

I have homebrewed various additional elemental disciplines for the Way of the Four Elements monk subclass. Although many of those are just adding more spells (erupting earth, tidal wave, etc), and others are just reskins of existing disciplines (such as fist of unbroken air, water whip, etc), one unique discipline that I came up with was this:

Water Jet (11th level required). You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much on a successful one. In addition, each target that fails its saving throw is pushed up to 20 feet away from you.

However, I wrote this a while ago, and I can’t remember why I decided that it should cost 2 ki (which is typically what the disciplines you have access to at 3rd level cost) but also be capped at 11th level or above. Intuitively, this feels like it would be fine as-is for a 3rd level Wot4E monk to have. Either that, or if it is to have a level cap, the ki cost should match that of the other disciplines capped at that level.

Compared with the RAW elemental disciplines from the Player’s Handbook, would this discipline be balanced if I removed the level requirement?

Does a Monk have any reason to take the Mobile feat?

I am currently playing the Curse of Strahd adventure and we just leveled to 8. I was thinking about taking the Blade Mastery feat (from Unearthed Arcana: Feats) or the Healer feat (PHB, p. 167). A fellow player suggested I take the Mobile feat (PHB, p. 168) for my monk.

Is there any reason to choose the Mobile feat over another possible feat (such as Blade Mastery, Savage Attacker, Durable, Healer) for a monk since they already get increased movement?

My stats are:

  • Str 10
  • Dex 19
  • Con 16
  • Int 12
  • Wis 18
  • Cha 10

I am a half-elf of the high elf variant with the fire bolt cantrip. I have no other feats currently.

Can a Tiefling Monk access the Enlightened Fist PrC without dipping into a caster class?

Enlightened Fist has as a prerrequisite:

Spells or Spell-Like Abilities: Arcane caster level 3rd.

A Tiefling has Darkness as a spell-like ability with a caster level equal to its character level. Unless I’m reading the prerrequisite wrong, a 3rd level or higher Tiefling could acces the PrC as long as he accomplishes the other prerrequisites (quite easily being a Monk), however, the spellcasting class feature reads like this:

Spells per Day/Spells Known: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

implying that he MUST have some levels in a caster class, and even if it didn’t, a monk-only would have no list from where to draw spells, so… Can someone confirm if this is possible or not?